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CnC_Renegade/Code/Combat/sakurabossgameobj.h

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/Combat/sakurabossgameobj.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 10/26/01 10:36a $*
* *
* $Revision:: 18 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __SAKURABOSS_GAMEOBJ_H
#define __SAKURABOSS_GAMEOBJ_H
#include "vehicle.h"
#include "damage.h"
#include "pilot.h"
#include "path.h"
////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//
// SakuraBossGameObjDef
//
////////////////////////////////////////////////////////////////
class SakuraBossGameObjDef : public VehicleGameObjDef
{
public:
DECLARE_EDITABLE (SakuraBossGameObjDef, VehicleGameObjDef);
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
SakuraBossGameObjDef (void);
~SakuraBossGameObjDef (void);
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
uint32 Get_Class_ID (void) const;
PersistClass * Create (void) const;
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
const PersistFactoryClass & Get_Factory (void) const;
protected:
////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////
void Save_Variables (ChunkSaveClass &csave);
void Load_Variables (ChunkLoadClass &cload);
////////////////////////////////////////////////////////////////
// Protected member data
////////////////////////////////////////////////////////////////
DefenseObjectDefClass RocketsDefense;
int GattlingGunDefID;
int RocketLauncherDefID;
int GattlingGunRevSoundDefID;
int RocketDestroyedExplosionID;
int RocketDoorOpenSoundID;
////////////////////////////////////////////////////////////////
// Friends
////////////////////////////////////////////////////////////////
friend class SakuraBossGameObj;
};
////////////////////////////////////////////////////////////////
//
// SakuraBossGameObj
//
////////////////////////////////////////////////////////////////
class SakuraBossGameObj : public VehicleGameObj
{
public:
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
SakuraBossGameObj (void);
~SakuraBossGameObj (void);
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
//
// Definitions
//
virtual void Init( void );
void Init (const SakuraBossGameObjDef &definition);
const SakuraBossGameObjDef & Get_Definition (void) const;
//
// From save/load
//
bool Save (ChunkSaveClass & csave);
bool Load (ChunkLoadClass & cload);
void On_Post_Load (void);
const PersistFactoryClass & Get_Factory (void) const;
//
// Think
//
void Think (void);
void Apply_Control (void);
//
// Muzzle override
//
const Matrix3D & Get_Muzzle (int index = 0);
//
// Damage
//
virtual void Apply_Damage_Extended( const OffenseObjectClass & offense,
float scale = 1.0f,
const Vector3 & direction = Vector3( 0,0,0 ),
const char * collision_box_name = NULL );
//
// Occupant control
//
bool Is_Entry_Permitted (SoldierGameObj * /*p_soldier*/) { return false; }
//
// Network support
//
//void Import_Frequent (BitStreamClass &packet);
//void Export_Frequent (BitStreamClass &packet);
protected:
////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////
void Save_Variables (ChunkSaveClass &csave);
void Load_Variables (ChunkLoadClass &cload);
void Blow_Off_Weapon (int weapon_id);
void Open_Rocket_Launchers (bool onoff);
bool Are_Rocker_Launchers_Ready (void);
//
// Rocket launcher state management
//
void Set_Rocket_State (int new_state);
void Update_Rocket_State (void);
//
// Gatling gun state management
//
void Set_Gattling_Gun_State (int new_state);
void Update_Gattling_Gun_State (void);
//
// Sakura state management
//
void Set_Sakura_State (int new_state);
void Update_Sakura_State (void);
//
// Vehicle state management
//
void Set_Vehicle_State (int new_state);
void Update_Vehicle_State (void);
//
// Overall state management
//
void Set_Overall_State (int new_state);
void Decide_New_Overall_State (void);
bool Should_Change_Overall_State (void);
void Update_Overall_State (void);
void Request_Overall_State (int new_state);
void Update_Decision_Data (void);
//
// Attack control
//
void Attack_Target (float rocket_priority, float gattling_priority);
void Stop_Attacking (void);
//
// Target management
//
void Update_Target (void);
SoldierGameObj * Find_Closest_Human_Player (void);
//
// Movement helper functions
//
void Move_To_Location (const Vector3 &pos, float speed = 0.75F);
void Do_Waypath (int waypath_id, int start_id = -1, int end_id = -1);
//
// Taunt control
//
void Shuffle_Taunt_List (void);
//
// Tilt control
//
void Update_Tilt (void);
private:
////////////////////////////////////////////////////////////////
// Private constants
////////////////////////////////////////////////////////////////
enum
{
MAX_TAUNTS = 6
};
////////////////////////////////////////////////////////////////
// Private member data
////////////////////////////////////////////////////////////////
int AvailableWeapons;
int OverallState;
int NextOverallState;
bool FaceTargetInTransition;
int RocketLauncherState;
int GattlingGunState;
int SakuraState;
int VehicleState;
DefenseObjectClass LeftRocketDefenseObject;
DefenseObjectClass RightRocketDefenseObject;
GameObjReference LastDamager;
GameObjReference CurrentTarget;
Vector3 MoveToLocation;
float GattlingGunStateTimeLeft;
float SakuraTauntTimeLeft;
float RocketLauncherStateTimeLeft;
float OverallStateTimeLeft;
float TargetTimeLeft;
//
// Decision information
//
float CurrentHealth;
float TargetAngle;
Vector3 TargetPos;
bool IsAttacking;
WeaponClass * GattlingGun;
WeaponClass * RockerLauncherLeft;
WeaponClass * RockerLauncherRight;
Matrix3D CurrentMuzzleTM;
int CurrentMuzzleIndex;
PilotClass Pilot;
PathClass * Path;
int TauntList[MAX_TAUNTS];
int AvailableTaunts;
float TiltAngle;
int ChopperTiltBoneIndex;
};
#endif //__SAKURABOSS_GAMEOBJ_H